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| 1 | $Sequence "idle_angry" {
| |
| 2 | "Male_01_anims\idle_angry.smd" | |
| 3 | activity "ACT_IDLE_ANGRY" 1 | |
| 4 | fadein 0.2 | |
| 5 | fadeout 0.2 | |
| 6 | node "node0" | |
| 7 | fps 30 | |
| 8 | loop | |
| 9 | } | |
| 10 | ||
| 11 | $Sequence "idle_subtle" {
| |
| 12 | "Male_01_anims\idle_subtle.smd" | |
| 13 | activity "ACT_IDLE" 1 | |
| 14 | fadein 0.2 | |
| 15 | fadeout 0.2 | |
| 16 | node "node0" | |
| 17 | fps 30 | |
| 18 | loop | |
| 19 | } | |
| 20 | ||
| 21 | $Sequence "idle01" {
| |
| 22 | "Male_01_anims\idle01.smd" | |
| 23 | activity "ACT_IDLE" 1 | |
| 24 | fadein 0.2 | |
| 25 | fadeout 0.2 | |
| 26 | node "node0" | |
| 27 | fps 30 | |
| 28 | loop | |
| 29 | } | |
| 30 | ||
| 31 | $Sequence "Idle02" {
| |
| 32 | "Male_01_anims\Idle02.smd" | |
| 33 | activity "ACT_IDLE" 1 | |
| 34 | fadein 0.2 | |
| 35 | fadeout 0.2 | |
| 36 | node "node0" | |
| 37 | fps 30 | |
| 38 | loop | |
| 39 | } | |
| 40 | ||
| 41 | $Sequence "Idle03" {
| |
| 42 | "Male_01_anims\Idle03.smd" | |
| 43 | activity "ACT_IDLE" 1 | |
| 44 | fadein 0.2 | |
| 45 | fadeout 0.2 | |
| 46 | node "node0" | |
| 47 | fps 30 | |
| 48 | loop | |
| 49 | } | |
| 50 | ||
| 51 | $Sequence "LineIdle01" {
| |
| 52 | "Male_01_anims\LineIdle01.smd" | |
| 53 | fadein 0.2 | |
| 54 | fadeout 0.2 | |
| 55 | fps 30 | |
| 56 | loop | |
| 57 | } | |
| 58 | ||
| 59 | $Sequence "LineIdle02" {
| |
| 60 | "Male_01_anims\LineIdle02.smd" | |
| 61 | fadein 0.2 | |
| 62 | fadeout 0.2 | |
| 63 | fps 30 | |
| 64 | loop | |
| 65 | } | |
| 66 | ||
| 67 | $Sequence "LineIdle03" {
| |
| 68 | "Male_01_anims\LineIdle03.smd" | |
| 69 | fadein 0.2 | |
| 70 | fadeout 0.2 | |
| 71 | fps 30 | |
| 72 | loop | |
| 73 | } | |
| 74 | ||
| 75 | $Sequence "LineIdle04" {
| |
| 76 | "Male_01_anims\LineIdle04.smd" | |
| 77 | fadein 0.2 | |
| 78 | fadeout 0.2 | |
| 79 | fps 30 | |
| 80 | loop | |
| 81 | } | |
| 82 | ||
| 83 | $Sequence "Crouch_idleD" {
| |
| 84 | "Male_01_anims\Crouch_idleD.smd" | |
| 85 | activity "ACT_COVER_LOW" -1 | |
| 86 | fadein 0.2 | |
| 87 | fadeout 0.2 | |
| 88 | node "node1" | |
| 89 | fps 30 | |
| 90 | loop | |
| 91 | } | |
| 92 | ||
| 93 | $Sequence "layer_crouch_run_holding" {
| |
| 94 | "Male_01_anims\layer_crouch_run_holding.smd" | |
| 95 | fadein 0.2 | |
| 96 | fadeout 0.2 | |
| 97 | fps 30 | |
| 98 | weightlist "weights_layer_crouch_run_holding" | |
| 99 | } | |
| 100 | ||
| 101 | $Sequence "layer_crouch_walk_no_weapon" {
| |
| 102 | "Male_01_anims\layer_crouch_walk_no_weapon.smd" | |
| 103 | fadein 0.2 | |
| 104 | fadeout 0.2 | |
| 105 | fps 30 | |
| 106 | weightlist "weights_layer_crouch_run_holding" | |
| 107 | } | |
| 108 | ||
| 109 | $Sequence "layer_crouch_walk_holding" {
| |
| 110 | "Male_01_anims\layer_crouch_walk_holding.smd" | |
| 111 | fadein 0.2 | |
| 112 | fadeout 0.2 | |
| 113 | fps 30 | |
| 114 | weightlist "weights_layer_crouch_run_holding" | |
| 115 | } | |
| 116 | ||
| 117 | $Sequence "layer_crouch_run_no_weapon" {
| |
| 118 | "Male_01_anims\layer_crouch_run_no_weapon.smd" | |
| 119 | fadein 0.2 | |
| 120 | fadeout 0.2 | |
| 121 | fps 30 | |
| 122 | weightlist "weights_layer_crouch_run_holding" | |
| 123 | } | |
| 124 | ||
| 125 | $Sequence "layer_run_holding" {
| |
| 126 | "Male_01_anims\layer_run_holding.smd" | |
| 127 | fadein 0.2 | |
| 128 | fadeout 0.2 | |
| 129 | fps 30 | |
| 130 | weightlist "weights_layer_crouch_run_holding" | |
| 131 | } | |
| 132 | ||
| 133 | $Sequence "walk_all" {
| |
| 134 | "a_WalkS" | |
| 135 | "a_WalkSE" | |
| 136 | "a_WalkE" | |
| 137 | "a_WalkNE" | |
| 138 | "a_WalkN" | |
| 139 | "a_WalkNW" | |
| 140 | "a_WalkW" | |
| 141 | "a_WalkSW" | |
| 142 | "a_WalkS" | |
| 143 | activity "ACT_WALK" 1 | |
| 144 | blend "move_yaw" -180 180 | |
| 145 | blendwidth 9 | |
| 146 | { event 2051 9 "" }
| |
| 147 | { event 2050 23 "" }
| |
| 148 | fadein 0.2 | |
| 149 | fadeout 0.2 | |
| 150 | node "node2" | |
| 151 | fps 30 | |
| 152 | loop | |
| 153 | } | |
| 154 | ||
| 155 | $Sequence "run_all" {
| |
| 156 | "a_RunS" | |
| 157 | "a_RunSE" | |
| 158 | "a_RunE" | |
| 159 | "a_RunNE" | |
| 160 | "a_RunN" | |
| 161 | "a_RunNW" | |
| 162 | "a_RunW" | |
| 163 | "a_RunSW" | |
| 164 | "a_RunS" | |
| 165 | activity "ACT_RUN" 1 | |
| 166 | blend "move_yaw" -180 180 | |
| 167 | blendwidth 9 | |
| 168 | fadein 0.2 | |
| 169 | fadeout 0.2 | |
| 170 | node "node3" | |
| 171 | fps 30 | |
| 172 | loop | |
| 173 | } | |
| 174 | ||
| 175 | $Sequence "Crouch_walk_all" {
| |
| 176 | "a_Crouch_walkS" | |
| 177 | "a_Crouch_walkSE" | |
| 178 | "a_Crouch_walkE" | |
| 179 | "a_Crouch_walkNE" | |
| 180 | "a_Crouch_walkN" | |
| 181 | "a_Crouch_walkNW" | |
| 182 | "a_Crouch_walkW" | |
| 183 | "a_Crouch_walkSW" | |
| 184 | "a_Crouch_walkS" | |
| 185 | activity "ACT_WALK_CROUCH" 1 | |
| 186 | blend "move_yaw" -180 180 | |
| 187 | blendwidth 9 | |
| 188 | fadein 0.2 | |
| 189 | fadeout 0.2 | |
| 190 | node "node4" | |
| 191 | fps 30 | |
| 192 | loop | |
| 193 | } | |
| 194 | ||
| 195 | $Sequence "crouch_run_all_delta" {
| |
| 196 | "a_crouch_runS_delta" | |
| 197 | "a_crouch_runSE_delta" | |
| 198 | "a_crouch_runE_delta" | |
| 199 | "a_crouch_runNE_delta" | |
| 200 | "a_crouch_runN_delta" | |
| 201 | "a_crouch_runNW_delta" | |
| 202 | "a_crouch_runW_delta" | |
| 203 | "a_crouch_runSW_delta" | |
| 204 | "a_crouch_runS_delta" | |
| 205 | blend "move_yaw" -180 180 | |
| 206 | blendwidth 9 | |
| 207 | delta | |
| 208 | fadein 0.2 | |
| 209 | fadeout 0.2 | |
| 210 | iklock "lfoot" 1 1 | |
| 211 | iklock "rfoot" 1 1 | |
| 212 | fps 30 | |
| 213 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 214 | subtract "a_WalkS" 0 | |
| 215 | weightlist "weights_crouch_run_all_delta" | |
| 216 | } | |
| 217 | ||
| 218 | $Sequence "crouchRUNALL1" {
| |
| 219 | "a_RunS" | |
| 220 | "a_RunSE" | |
| 221 | "a_RunE" | |
| 222 | "a_RunNE" | |
| 223 | "a_Crouch_runN" | |
| 224 | "a_RunNW" | |
| 225 | "a_RunW" | |
| 226 | "a_RunSW" | |
| 227 | "a_RunS" | |
| 228 | activity "ACT_RUN_CROUCH" 1 | |
| 229 | blend "move_yaw" -180 180 | |
| 230 | blendwidth 9 | |
| 231 | fadein 0.2 | |
| 232 | fadeout 0.2 | |
| 233 | addlayer "crouch_run_all_delta" | |
| 234 | addlayer "layer_crouch_run_no_weapon" | |
| 235 | node "node5" | |
| 236 | fps 30 | |
| 237 | loop | |
| 238 | } | |
| 239 | ||
| 240 | $Sequence "Stand_to_run" {
| |
| 241 | "Male_01_anims\Stand_to_run.smd" | |
| 242 | fadein 0.2 | |
| 243 | fadeout 0.2 | |
| 244 | fps 30 | |
| 245 | } | |
| 246 | ||
| 247 | $Sequence "Run_to_stand" {
| |
| 248 | "Male_01_anims\Run_to_stand.smd" | |
| 249 | fadein 0.2 | |
| 250 | fadeout 0.2 | |
| 251 | fps 30 | |
| 252 | } | |
| 253 | ||
| 254 | $Sequence "Stand_to_walk" {
| |
| 255 | "Male_01_anims\Stand_to_walk.smd" | |
| 256 | fadein 0.2 | |
| 257 | fadeout 0.2 | |
| 258 | fps 30 | |
| 259 | } | |
| 260 | ||
| 261 | $Sequence "Walk_to_stand" {
| |
| 262 | "Male_01_anims\Walk_to_stand.smd" | |
| 263 | fadein 0.2 | |
| 264 | fadeout 0.2 | |
| 265 | fps 30 | |
| 266 | } | |
| 267 | ||
| 268 | $Sequence "Stand_to_crouch" {
| |
| 269 | "Male_01_anims\Stand_to_crouch.smd" | |
| 270 | activity "ACT_TRANSITION" 1 | |
| 271 | fadein 0.2 | |
| 272 | fadeout 0.2 | |
| 273 | transition "node0" "node1" | |
| 274 | fps 30 | |
| 275 | } | |
| 276 | ||
| 277 | $Sequence "Crouch_to_stand" {
| |
| 278 | "Male_01_anims\Crouch_to_stand.smd" | |
| 279 | activity "ACT_TRANSITION" 1 | |
| 280 | fadein 0.2 | |
| 281 | fadeout 0.2 | |
| 282 | transition "node1" "node0" | |
| 283 | fps 30 | |
| 284 | } | |
| 285 | ||
| 286 | $Sequence "Crouch_to_run" {
| |
| 287 | "Male_01_anims\Crouch_to_run.smd" | |
| 288 | fadein 0.2 | |
| 289 | fadeout 0.2 | |
| 290 | fps 30 | |
| 291 | } | |
| 292 | ||
| 293 | $Sequence "Run_to_crouch" {
| |
| 294 | "Male_01_anims\Run_to_crouch.smd" | |
| 295 | fadein 0.2 | |
| 296 | fadeout 0.2 | |
| 297 | fps 30 | |
| 298 | } | |
| 299 | ||
| 300 | $Sequence "stairs_up" {
| |
| 301 | "Male_01_anims\stairs_up.smd" | |
| 302 | activity "ACT_STAIRS_UP" 1 | |
| 303 | fadein 0.2 | |
| 304 | fadeout 0.2 | |
| 305 | fps 30 | |
| 306 | } | |
| 307 | ||
| 308 | $Sequence "stairs_down" {
| |
| 309 | "Male_01_anims\stairs_down.smd" | |
| 310 | activity "ACT_STAIRS_DOWN" 1 | |
| 311 | fadein 0.2 | |
| 312 | fadeout 0.2 | |
| 313 | fps 30 | |
| 314 | } | |
| 315 | ||
| 316 | $Sequence "ladder_up" {
| |
| 317 | "Male_01_anims\ladder_up.smd" | |
| 318 | activity "ACT_CLIMB_UP" 1 | |
| 319 | fadein 0.2 | |
| 320 | fadeout 0.2 | |
| 321 | fps 30 | |
| 322 | } | |
| 323 | ||
| 324 | $Sequence "ladder_down" {
| |
| 325 | "Male_01_anims\ladder_down.smd" | |
| 326 | activity "ACT_CLIMB_DOWN" 1 | |
| 327 | fadein 0.2 | |
| 328 | fadeout 0.2 | |
| 329 | fps 30 | |
| 330 | } | |
| 331 | ||
| 332 | $Sequence "Open_door_away" {
| |
| 333 | "Male_01_anims\Open_door_away.smd" | |
| 334 | fadein 0.2 | |
| 335 | fadeout 0.2 | |
| 336 | fps 30 | |
| 337 | } | |
| 338 | ||
| 339 | $Sequence "Open_door_towards_right" {
| |
| 340 | "Male_01_anims\Open_door_towards_right.smd" | |
| 341 | fadein 0.2 | |
| 342 | fadeout 0.2 | |
| 343 | fps 30 | |
| 344 | } | |
| 345 | ||
| 346 | $Sequence "Open_door_towards_left" {
| |
| 347 | "Male_01_anims\Open_door_towards_left.smd" | |
| 348 | fadein 0.2 | |
| 349 | fadeout 0.2 | |
| 350 | fps 30 | |
| 351 | } | |
| 352 | ||
| 353 | $Sequence "Startle_behind" {
| |
| 354 | "Male_01_anims\Startle_behind.smd" | |
| 355 | fadein 0.2 | |
| 356 | fadeout 0.2 | |
| 357 | fps 30 | |
| 358 | } | |
| 359 | ||
| 360 | $Sequence "Cover_R" {
| |
| 361 | "Male_01_anims\Cover_R.smd" | |
| 362 | fadein 0.2 | |
| 363 | fadeout 0.2 | |
| 364 | fps 30 | |
| 365 | loop | |
| 366 | } | |
| 367 | ||
| 368 | $Sequence "Cover_L" {
| |
| 369 | "Male_01_anims\Cover_L.smd" | |
| 370 | fadein 0.2 | |
| 371 | fadeout 0.2 | |
| 372 | fps 30 | |
| 373 | loop | |
| 374 | } | |
| 375 | ||
| 376 | $Sequence "CoverLow_R" {
| |
| 377 | "Male_01_anims\CoverLow_R.smd" | |
| 378 | fadein 0.2 | |
| 379 | fadeout 0.2 | |
| 380 | fps 30 | |
| 381 | loop | |
| 382 | } | |
| 383 | ||
| 384 | $Sequence "CoverLow_L" {
| |
| 385 | "Male_01_anims\CoverLow_L.smd" | |
| 386 | fadein 0.2 | |
| 387 | fadeout 0.2 | |
| 388 | fps 30 | |
| 389 | loop | |
| 390 | } | |
| 391 | ||
| 392 | $Sequence "ThrowItem" {
| |
| 393 | "Male_01_anims\ThrowItem.smd" | |
| 394 | { event 1 32 "" }
| |
| 395 | fadein 0.2 | |
| 396 | fadeout 0.2 | |
| 397 | fps 30 | |
| 398 | } | |
| 399 | ||
| 400 | $Sequence "Heal" {
| |
| 401 | "Male_01_anims\Heal.smd" | |
| 402 | activity "ACT_CIT_HEAL" 1 | |
| 403 | { event 1 22 "" }
| |
| 404 | fadein 0.2 | |
| 405 | fadeout 0.2 | |
| 406 | fps 30 | |
| 407 | } | |
| 408 | ||
| 409 | $Sequence "Wave" {
| |
| 410 | "Male_01_anims\Wave.smd" | |
| 411 | activity "ACT_SIGNAL1" 1 | |
| 412 | fadein 0.2 | |
| 413 | fadeout 0.2 | |
| 414 | fps 30 | |
| 415 | } | |
| 416 | ||
| 417 | $Sequence "DuckUnder" {
| |
| 418 | "Male_01_anims\DuckUnder.smd" | |
| 419 | fadein 0.2 | |
| 420 | fadeout 0.2 | |
| 421 | fps 30 | |
| 422 | } | |
| 423 | ||
| 424 | $Sequence "crouchidlehide" {
| |
| 425 | "Male_01_anims\crouchidlehide.smd" | |
| 426 | fadein 0.2 | |
| 427 | fadeout 0.2 | |
| 428 | node "node6" | |
| 429 | fps 30 | |
| 430 | loop | |
| 431 | } | |
| 432 | ||
| 433 | $Sequence "standtocrouchhide" {
| |
| 434 | "Male_01_anims\standtocrouchhide.smd" | |
| 435 | fadein 0.2 | |
| 436 | fadeout 0.2 | |
| 437 | transition "node0" "node6" | |
| 438 | fps 30 | |
| 439 | } | |
| 440 | ||
| 441 | $Sequence "crouchhidetostand" {
| |
| 442 | "Male_01_anims\crouchhidetostand.smd" | |
| 443 | fadein 0.2 | |
| 444 | fadeout 0.2 | |
| 445 | transition "node6" "node0" | |
| 446 | fps 30 | |
| 447 | } | |
| 448 | ||
| 449 | $Sequence "scaredidle" {
| |
| 450 | "Male_01_anims\scaredidle.smd" | |
| 451 | fadein 0.2 | |
| 452 | fadeout 0.2 | |
| 453 | node "node0" | |
| 454 | fps 30 | |
| 455 | loop | |
| 456 | } | |
| 457 | ||
| 458 | $Sequence "preSkewer" {
| |
| 459 | "Male_01_anims\preSkewer.smd" | |
| 460 | fadein 0.2 | |
| 461 | fadeout 0.2 | |
| 462 | fps 30 | |
| 463 | } | |
| 464 | ||
| 465 | $Sequence "Fear_Reaction" {
| |
| 466 | "Male_01_anims\Fear_Reaction.smd" | |
| 467 | fadein 0.2 | |
| 468 | fadeout 0.2 | |
| 469 | fps 30 | |
| 470 | } | |
| 471 | ||
| 472 | $Sequence "layer_run_protected" {
| |
| 473 | "Male_01_anims\layer_run_protected.smd" | |
| 474 | fadein 0.2 | |
| 475 | fadeout 0.2 | |
| 476 | fps 30 | |
| 477 | weightlist "weights_layer_crouch_run_holding" | |
| 478 | } | |
| 479 | ||
| 480 | $Sequence "run_protected_all" {
| |
| 481 | "a_RunS" | |
| 482 | "a_RunSE" | |
| 483 | "a_RunE" | |
| 484 | "a_RunNE" | |
| 485 | "a_RunN_protected" | |
| 486 | "a_RunNW" | |
| 487 | "a_RunW" | |
| 488 | "a_RunSW" | |
| 489 | "a_RunS" | |
| 490 | activity "ACT_RUN_PROTECTED" 1 | |
| 491 | blend "move_yaw" -180 180 | |
| 492 | blendwidth 9 | |
| 493 | fadein 0.2 | |
| 494 | fadeout 0.2 | |
| 495 | addlayer "layer_run_protected" | |
| 496 | node "node3" | |
| 497 | fps 30 | |
| 498 | loop | |
| 499 | } | |
| 500 | ||
| 501 | $Sequence "body_trans_y" {
| |
| 502 | "a_body_trans_lt" | |
| 503 | "a_body_trans" | |
| 504 | "a_body_trans_rt" | |
| 505 | autoplay | |
| 506 | blend "body_trans_Y" 5.98704 -6.052888 | |
| 507 | blendwidth 3 | |
| 508 | delta | |
| 509 | fadein 0.2 | |
| 510 | fadeout 0.2 | |
| 511 | fps 30 | |
| 512 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 513 | subtract "a_WalkS" 0 | |
| 514 | weightlist "weights_body_trans_y" | |
| 515 | } | |
| 516 | ||
| 517 | $Sequence "body_trans_x" {
| |
| 518 | "a_body_trans_fwd" | |
| 519 | "a_body_trans" | |
| 520 | "a_body_trans_bwd" | |
| 521 | autoplay | |
| 522 | blend "body_trans_X" 5.179113 -10.06647 | |
| 523 | blendwidth 3 | |
| 524 | delta | |
| 525 | fadein 0.2 | |
| 526 | fadeout 0.2 | |
| 527 | fps 30 | |
| 528 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 529 | subtract "a_WalkS" 0 | |
| 530 | weightlist "weights_body_trans_y" | |
| 531 | } | |
| 532 | ||
| 533 | $Sequence "body_trans_z" {
| |
| 534 | "a_body_trans_dwn" | |
| 535 | "a_body_trans" | |
| 536 | "a_body_trans_up" | |
| 537 | autoplay | |
| 538 | blend "body_lift" -10.27094 2.090603 | |
| 539 | blendwidth 3 | |
| 540 | delta | |
| 541 | fadein 0.2 | |
| 542 | fadeout 0.2 | |
| 543 | fps 30 | |
| 544 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 545 | subtract "a_WalkS" 0 | |
| 546 | weightlist "weights_body_trans_y" | |
| 547 | } | |
| 548 | ||
| 549 | $Sequence "body_rot_z" {
| |
| 550 | "a_body_rot_z_lt" | |
| 551 | "a_body_rot" | |
| 552 | "a_body_rot_z_rt" | |
| 553 | autoplay | |
| 554 | blend "body_yaw" 56.18248 -56.92804 | |
| 555 | blendwidth 3 | |
| 556 | delta | |
| 557 | fadein 0.2 | |
| 558 | fadeout 0.2 | |
| 559 | fps 30 | |
| 560 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 561 | subtract "a_WalkS" 0 | |
| 562 | weightlist "weights_body_trans_y" | |
| 563 | } | |
| 564 | ||
| 565 | $Sequence "body_rot_y" {
| |
| 566 | "a_body_rot_back" | |
| 567 | "a_body_rot" | |
| 568 | "a_body_rot_fwd" | |
| 569 | autoplay | |
| 570 | blend "body_pitch" -20.50617 43.03254 | |
| 571 | blendwidth 3 | |
| 572 | delta | |
| 573 | fadein 0.2 | |
| 574 | fadeout 0.2 | |
| 575 | fps 30 | |
| 576 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 577 | subtract "a_WalkS" 0 | |
| 578 | weightlist "weights_body_trans_y" | |
| 579 | } | |
| 580 | ||
| 581 | $Sequence "body_rot_x" {
| |
| 582 | "a_body_rot_lt" | |
| 583 | "a_body_rot" | |
| 584 | "a_body_rot_rt" | |
| 585 | autoplay | |
| 586 | blend "body_roll" -17.89883 15.76654 | |
| 587 | blendwidth 3 | |
| 588 | delta | |
| 589 | fadein 0.2 | |
| 590 | fadeout 0.2 | |
| 591 | fps 30 | |
| 592 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 593 | subtract "a_WalkS" 0 | |
| 594 | weightlist "weights_body_trans_y" | |
| 595 | } | |
| 596 | ||
| 597 | $Sequence "spine_rot_z" {
| |
| 598 | "a_spine_rot_z_lt" | |
| 599 | "a_spine_rot" | |
| 600 | "a_spine_rot_z_rt" | |
| 601 | autoplay | |
| 602 | blend "spine_yaw" 40.61805 -40.63224 | |
| 603 | blendwidth 3 | |
| 604 | delta | |
| 605 | fadein 0.2 | |
| 606 | fadeout 0.2 | |
| 607 | fps 30 | |
| 608 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 609 | subtract "a_WalkS" 0 | |
| 610 | weightlist "weights_spine_rot_z" | |
| 611 | } | |
| 612 | ||
| 613 | $Sequence "spine_rot_y" {
| |
| 614 | "a_spine_rot_back" | |
| 615 | "a_spine_rot" | |
| 616 | "a_spine_rot_fwd" | |
| 617 | autoplay | |
| 618 | blend "spine_pitch" -28.05413 52.54873 | |
| 619 | blendwidth 3 | |
| 620 | delta | |
| 621 | fadein 0.2 | |
| 622 | fadeout 0.2 | |
| 623 | fps 30 | |
| 624 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 625 | subtract "a_WalkS" 0 | |
| 626 | weightlist "weights_spine_rot_z" | |
| 627 | } | |
| 628 | ||
| 629 | $Sequence "spine_rot_x" {
| |
| 630 | "a_spine_rot_lt" | |
| 631 | "a_spine_rot" | |
| 632 | "a_spine_rot_rt" | |
| 633 | autoplay | |
| 634 | blend "spine_roll" -21.838 21.83869 | |
| 635 | blendwidth 3 | |
| 636 | delta | |
| 637 | fadein 0.2 | |
| 638 | fadeout 0.2 | |
| 639 | fps 30 | |
| 640 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 641 | subtract "a_WalkS" 0 | |
| 642 | weightlist "weights_spine_rot_z" | |
| 643 | } | |
| 644 | ||
| 645 | $Sequence "neck_trans_x" {
| |
| 646 | "a_neck_trans_back" | |
| 647 | "a_neck_trans" | |
| 648 | "a_neck_trans_fwd" | |
| 649 | autoplay | |
| 650 | blend "neck_trans" -0.433393 0.630727 | |
| 651 | blendwidth 3 | |
| 652 | delta | |
| 653 | fadein 0.2 | |
| 654 | fadeout 0.2 | |
| 655 | fps 30 | |
| 656 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 657 | subtract "a_WalkS" 0 | |
| 658 | weightlist "weights_neck_trans_x" | |
| 659 | } | |
| 660 | ||
| 661 | $Sequence "head_rot_z" {
| |
| 662 | "a_head_rot_z_lt" | |
| 663 | "a_head_rot" | |
| 664 | "a_head_rot_z_rt" | |
| 665 | autoplay | |
| 666 | blend "head_yaw" -59.74303 59.74279 | |
| 667 | blendwidth 3 | |
| 668 | delta | |
| 669 | fadein 0.2 | |
| 670 | fadeout 0.2 | |
| 671 | fps 30 | |
| 672 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 673 | subtract "a_WalkS" 0 | |
| 674 | weightlist "weights_neck_trans_x" | |
| 675 | } | |
| 676 | ||
| 677 | $Sequence "head_rot_y" {
| |
| 678 | "a_head_rot_dwn" | |
| 679 | "a_head_rot" | |
| 680 | "a_head_rot_up" | |
| 681 | autoplay | |
| 682 | blend "head_pitch" 36.14032 -29.99269 | |
| 683 | blendwidth 3 | |
| 684 | delta | |
| 685 | fadein 0.2 | |
| 686 | fadeout 0.2 | |
| 687 | fps 30 | |
| 688 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 689 | subtract "a_WalkS" 0 | |
| 690 | weightlist "weights_neck_trans_x" | |
| 691 | } | |
| 692 | ||
| 693 | $Sequence "head_rot_x" {
| |
| 694 | "a_head_rot_lt" | |
| 695 | "a_head_rot" | |
| 696 | "a_head_rot_rt" | |
| 697 | autoplay | |
| 698 | blend "head_roll" -18.29328 18.32058 | |
| 699 | blendwidth 3 | |
| 700 | delta | |
| 701 | fadein 0.2 | |
| 702 | fadeout 0.2 | |
| 703 | fps 30 | |
| 704 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 705 | subtract "a_WalkS" 0 | |
| 706 | weightlist "weights_neck_trans_x" | |
| 707 | } | |
| 708 | ||
| 709 | $Sequence "roofidle1" {
| |
| 710 | "Male_01_anims\roofidle1.smd" | |
| 711 | fadein 0.2 | |
| 712 | fadeout 0.2 | |
| 713 | fps 30 | |
| 714 | loop | |
| 715 | } | |
| 716 | ||
| 717 | $Sequence "roofidle2" {
| |
| 718 | "Male_01_anims\roofidle2.smd" | |
| 719 | fadein 0.2 | |
| 720 | fadeout 0.2 | |
| 721 | fps 30 | |
| 722 | loop | |
| 723 | } | |
| 724 | ||
| 725 | $Sequence "roofwatch1" {
| |
| 726 | "Male_01_anims\roofwatch1.smd" | |
| 727 | { event 1003 324 "1" }
| |
| 728 | { event 1003 366 "2" }
| |
| 729 | { event 1003 376 "3" }
| |
| 730 | fadein 0.2 | |
| 731 | fadeout 0.2 | |
| 732 | fps 30 | |
| 733 | } | |
| 734 | ||
| 735 | $Sequence "roofwatch2" {
| |
| 736 | "Male_01_anims\roofwatch2.smd" | |
| 737 | fadein 0.2 | |
| 738 | fadeout 0.2 | |
| 739 | fps 30 | |
| 740 | } | |
| 741 | ||
| 742 | $Sequence "lookoutidle" {
| |
| 743 | "Male_01_anims\lookoutidle.smd" | |
| 744 | fadein 0.2 | |
| 745 | fadeout 0.2 | |
| 746 | fps 30 | |
| 747 | loop | |
| 748 | } | |
| 749 | ||
| 750 | $Sequence "lookoutrun" {
| |
| 751 | "Male_01_anims\lookoutrun.smd" | |
| 752 | fadein 0.2 | |
| 753 | fadeout 0.2 | |
| 754 | fps 30 | |
| 755 | } | |
| 756 | ||
| 757 | $Sequence "roofslide" {
| |
| 758 | "Male_01_anims\roofslide.smd" | |
| 759 | fadein 0.2 | |
| 760 | fadeout 0.2 | |
| 761 | fps 30 | |
| 762 | } | |
| 763 | ||
| 764 | $Sequence "plazaidle1" {
| |
| 765 | "Male_01_anims\plazaidle1.smd" | |
| 766 | fadein 0.2 | |
| 767 | fadeout 0.2 | |
| 768 | fps 30 | |
| 769 | loop | |
| 770 | } | |
| 771 | ||
| 772 | $Sequence "plazaidle2" {
| |
| 773 | "Male_01_anims\plazaidle2.smd" | |
| 774 | fadein 0.2 | |
| 775 | fadeout 0.2 | |
| 776 | fps 30 | |
| 777 | loop | |
| 778 | } | |
| 779 | ||
| 780 | $Sequence "plazaidle3" {
| |
| 781 | "Male_01_anims\plazaidle3.smd" | |
| 782 | fadein 0.2 | |
| 783 | fadeout 0.2 | |
| 784 | fps 30 | |
| 785 | loop | |
| 786 | } | |
| 787 | ||
| 788 | $Sequence "plazaidle4" {
| |
| 789 | "Male_01_anims\plazaidle4.smd" | |
| 790 | fadein 0.2 | |
| 791 | fadeout 0.2 | |
| 792 | fps 30 | |
| 793 | loop | |
| 794 | } | |
| 795 | ||
| 796 | $Sequence "plazastand1" {
| |
| 797 | "Male_01_anims\plazastand1.smd" | |
| 798 | fadein 0.2 | |
| 799 | fadeout 0.2 | |
| 800 | fps 30 | |
| 801 | } | |
| 802 | ||
| 803 | $Sequence "plazastand2" {
| |
| 804 | "Male_01_anims\plazastand2.smd" | |
| 805 | fadein 0.2 | |
| 806 | fadeout 0.2 | |
| 807 | fps 30 | |
| 808 | } | |
| 809 | ||
| 810 | $Sequence "plazastand3" {
| |
| 811 | "Male_01_anims\plazastand3.smd" | |
| 812 | fadein 0.2 | |
| 813 | fadeout 0.2 | |
| 814 | fps 30 | |
| 815 | } | |
| 816 | ||
| 817 | $Sequence "plazastand4" {
| |
| 818 | "Male_01_anims\plazastand4.smd" | |
| 819 | fadein 0.2 | |
| 820 | fadeout 0.2 | |
| 821 | fps 30 | |
| 822 | } | |
| 823 | ||
| 824 | $Sequence "apcarrestidle" {
| |
| 825 | "Male_01_anims\apcarrestidle.smd" | |
| 826 | fadein 0.2 | |
| 827 | fadeout 0.2 | |
| 828 | fps 30 | |
| 829 | loop | |
| 830 | } | |
| 831 | ||
| 832 | $Sequence "apcarrestslam" {
| |
| 833 | "Male_01_anims\apcarrestslam.smd" | |
| 834 | fadein 0.2 | |
| 835 | fadeout 0.2 | |
| 836 | fps 30 | |
| 837 | } | |
| 838 | ||
| 839 | $Sequence "arrestidle" {
| |
| 840 | "Male_01_anims\arrestidle.smd" | |
| 841 | fadein 0.2 | |
| 842 | fadeout 0.2 | |
| 843 | fps 30 | |
| 844 | loop | |
| 845 | } | |
| 846 | ||
| 847 | $Sequence "arrestcurious" {
| |
| 848 | "Male_01_anims\arrestcurious.smd" | |
| 849 | fadein 0.2 | |
| 850 | fadeout 0.2 | |
| 851 | fps 30 | |
| 852 | } | |
| 853 | ||
| 854 | $Sequence "Streetwar_CoverShoot_L" {
| |
| 855 | "Male_01_anims\Streetwar_CoverShoot_L.smd" | |
| 856 | { event 3002 24 "" }
| |
| 857 | { event 3002 37 "" }
| |
| 858 | fadein 0.2 | |
| 859 | fadeout 0.2 | |
| 860 | fps 30 | |
| 861 | } | |
| 862 | ||
| 863 | $Sequence "Trainstation_Int" {
| |
| 864 | "Male_01_anims\Trainstation_Int.smd" | |
| 865 | fadein 0.2 | |
| 866 | fadeout 0.2 | |
| 867 | fps 30 | |
| 868 | loop | |
| 869 | } | |
| 870 | ||
| 871 | $Sequence "Idle_Angry_SMG1" {
| |
| 872 | "Male_01_anims\Idle_Angry_SMG1.smd" | |
| 873 | activity "ACT_IDLE_SMG1" 1 | |
| 874 | fadein 0.2 | |
| 875 | fadeout 0.2 | |
| 876 | fps 30 | |
| 877 | loop | |
| 878 | } | |
| 879 | ||
| 880 | $Sequence "Idle_SMG1_Aim" {
| |
| 881 | "Male_01_anims\Idle_SMG1_Aim.smd" | |
| 882 | activity "ACT_IDLE_ANGRY_SMG1" 1 | |
| 883 | fadein 0.2 | |
| 884 | fadeout 0.2 | |
| 885 | addlayer "layer_Aim_all" | |
| 886 | node "node7" | |
| 887 | fps 30 | |
| 888 | loop | |
| 889 | } | |
| 890 | ||
| 891 | $Sequence "shoot_ar1" {
| |
| 892 | "Male_01_anims\shoot_ar1.smd" | |
| 893 | activity "ACT_RANGE_ATTACK_AR1" 1 | |
| 894 | fadein 0.2 | |
| 895 | fadeout 0.2 | |
| 896 | addlayer "layer_Aim_all" | |
| 897 | node "node7" | |
| 898 | fps 25 | |
| 899 | } | |
| 900 | ||
| 901 | $Sequence "shoot_hmg1" {
| |
| 902 | "Male_01_anims\shoot_hmg1.smd" | |
| 903 | activity "ACT_RANGE_ATTACK_HMG1" 1 | |
| 904 | fadein 0.2 | |
| 905 | fadeout 0.2 | |
| 906 | addlayer "layer_Aim_all" | |
| 907 | node "node7" | |
| 908 | fps 25 | |
| 909 | } | |
| 910 | ||
| 911 | $Sequence "shoot_smg1" {
| |
| 912 | "Male_01_anims\shoot_smg1.smd" | |
| 913 | activity "ACT_RANGE_ATTACK_SMG1" 1 | |
| 914 | fadein 0.2 | |
| 915 | fadeout 0.2 | |
| 916 | addlayer "layer_Aim_all" | |
| 917 | node "node7" | |
| 918 | fps 25 | |
| 919 | } | |
| 920 | ||
| 921 | $Sequence "shoot_smg2" {
| |
| 922 | "Male_01_anims\shoot_smg2.smd" | |
| 923 | activity "ACT_RANGE_ATTACK_SMG2" 1 | |
| 924 | fadein 0.2 | |
| 925 | fadeout 0.2 | |
| 926 | addlayer "layer_Aim_all" | |
| 927 | node "node7" | |
| 928 | fps 25 | |
| 929 | } | |
| 930 | ||
| 931 | $Sequence "shoot_shotgun" {
| |
| 932 | "Male_01_anims\shoot_shotgun.smd" | |
| 933 | activity "ACT_RANGE_ATTACK_SHOTGUN" 1 | |
| 934 | fadein 0.2 | |
| 935 | fadeout 0.2 | |
| 936 | node "node7" | |
| 937 | fps 25 | |
| 938 | } | |
| 939 | ||
| 940 | $Sequence "shoot_rpg" {
| |
| 941 | "Male_01_anims\shoot_rpg.smd" | |
| 942 | activity "ACT_RANGE_ATTACK_RPG" 1 | |
| 943 | fadein 0.2 | |
| 944 | fadeout 0.2 | |
| 945 | node "node7" | |
| 946 | fps 5 | |
| 947 | } | |
| 948 | ||
| 949 | $Sequence "reload_smg1" {
| |
| 950 | "Male_01_anims\reload_smg1.smd" | |
| 951 | activity "ACT_RELOAD_SMG1" 1 | |
| 952 | { event 3015 47 "" }
| |
| 953 | fadein 0.2 | |
| 954 | fadeout 0.2 | |
| 955 | node "node7" | |
| 956 | fps 30 | |
| 957 | } | |
| 958 | ||
| 959 | $Sequence "gesture_shoot_ar1" {
| |
| 960 | "Male_01_anims\gesture_shoot_ar1.smd" | |
| 961 | activity "ACT_GESTURE_RANGE_ATTACK_AR1" 1 | |
| 962 | delta | |
| 963 | fadein 0.2 | |
| 964 | fadeout 0.2 | |
| 965 | fps 25 | |
| 966 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 967 | subtract "a_WalkS" 0 | |
| 968 | } | |
| 969 | ||
| 970 | $Sequence "gesture_shoot_hmg1" {
| |
| 971 | "Male_01_anims\gesture_shoot_hmg1.smd" | |
| 972 | activity "ACT_GESTURE_RANGE_ATTACK_HMG1" 1 | |
| 973 | delta | |
| 974 | fadein 0.2 | |
| 975 | fadeout 0.2 | |
| 976 | fps 25 | |
| 977 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 978 | subtract "a_WalkS" 0 | |
| 979 | } | |
| 980 | ||
| 981 | $Sequence "gesture_shoot_smg1" {
| |
| 982 | "Male_01_anims\gesture_shoot_smg1.smd" | |
| 983 | activity "ACT_GESTURE_RANGE_ATTACK_SMG1" 1 | |
| 984 | delta | |
| 985 | fadein 0.2 | |
| 986 | fadeout 0.2 | |
| 987 | fps 25 | |
| 988 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 989 | subtract "a_WalkS" 0 | |
| 990 | } | |
| 991 | ||
| 992 | $Sequence "gesture_shoot_smg2" {
| |
| 993 | "Male_01_anims\gesture_shoot_smg2.smd" | |
| 994 | activity "ACT_GESTURE_RANGE_ATTACK_SMG2" 1 | |
| 995 | delta | |
| 996 | fadein 0.2 | |
| 997 | fadeout 0.2 | |
| 998 | fps 25 | |
| 999 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 1000 | subtract "a_WalkS" 0 | |
| 1001 | } | |
| 1002 | ||
| 1003 | $Sequence "gesture_shoot_shotgun" {
| |
| 1004 | "Male_01_anims\gesture_shoot_shotgun.smd" | |
| 1005 | activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1 | |
| 1006 | delta | |
| 1007 | fadein 0.2 | |
| 1008 | fadeout 0.2 | |
| 1009 | fps 25 | |
| 1010 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 1011 | subtract "a_WalkS" 0 | |
| 1012 | } | |
| 1013 | ||
| 1014 | $Sequence "CrouchDToShoot" {
| |
| 1015 | "Male_01_anims\CrouchDToShoot.smd" | |
| 1016 | activity "ACT_TRANSITION" 1 | |
| 1017 | fadein 0.2 | |
| 1018 | fadeout 0.2 | |
| 1019 | transition "node1" "node7" | |
| 1020 | fps 30 | |
| 1021 | } | |
| 1022 | ||
| 1023 | $Sequence "ShootToCrouchD" {
| |
| 1024 | "Male_01_anims\ShootToCrouchD.smd" | |
| 1025 | activity "ACT_TRANSITION" 1 | |
| 1026 | fadein 0.2 | |
| 1027 | fadeout 0.2 | |
| 1028 | transition "node7" "node1" | |
| 1029 | fps 30 | |
| 1030 | } | |
| 1031 | ||
| 1032 | $Sequence "Cover_LToShootSMG1" {
| |
| 1033 | "Male_01_anims\Cover_LToShootSMG1.smd" | |
| 1034 | fadein 0.2 | |
| 1035 | fadeout 0.2 | |
| 1036 | transition "node8" "node7" | |
| 1037 | fps 30 | |
| 1038 | } | |
| 1039 | ||
| 1040 | $Sequence "Cover_RToShootSMG1" {
| |
| 1041 | "Male_01_anims\Cover_RToShootSMG1.smd" | |
| 1042 | fadein 0.2 | |
| 1043 | fadeout 0.2 | |
| 1044 | transition "node9" "node7" | |
| 1045 | fps 30 | |
| 1046 | } | |
| 1047 | ||
| 1048 | $Sequence "CoverLow_LToShootSMG1" {
| |
| 1049 | "Male_01_anims\CoverLow_LToShootSMG1.smd" | |
| 1050 | fadein 0.2 | |
| 1051 | fadeout 0.2 | |
| 1052 | transition "node8" "node7" | |
| 1053 | fps 30 | |
| 1054 | } | |
| 1055 | ||
| 1056 | $Sequence "CoverLow_RToShootSMG1" {
| |
| 1057 | "Male_01_anims\CoverLow_RToShootSMG1.smd" | |
| 1058 | fadein 0.2 | |
| 1059 | fadeout 0.2 | |
| 1060 | transition "node9" "node7" | |
| 1061 | fps 30 | |
| 1062 | } | |
| 1063 | ||
| 1064 | $Sequence "ShootSMG1ToCover_L" {
| |
| 1065 | "Male_01_anims\ShootSMG1ToCover_L.smd" | |
| 1066 | fadein 0.2 | |
| 1067 | fadeout 0.2 | |
| 1068 | transition "node7" "node8" | |
| 1069 | fps 30 | |
| 1070 | } | |
| 1071 | ||
| 1072 | $Sequence "ShootSMG1ToCover_R" {
| |
| 1073 | "Male_01_anims\ShootSMG1ToCover_R.smd" | |
| 1074 | fadein 0.2 | |
| 1075 | fadeout 0.2 | |
| 1076 | transition "node7" "node9" | |
| 1077 | fps 30 | |
| 1078 | } | |
| 1079 | ||
| 1080 | $Sequence "ShootSMG1ToCoverLow_L" {
| |
| 1081 | "Male_01_anims\ShootSMG1ToCoverLow_L.smd" | |
| 1082 | fadein 0.2 | |
| 1083 | fadeout 0.2 | |
| 1084 | transition "node7" "node10" | |
| 1085 | fps 30 | |
| 1086 | } | |
| 1087 | ||
| 1088 | $Sequence "ShootSMG1ToCoverLow_R" {
| |
| 1089 | "Male_01_anims\ShootSMG1ToCoverLow_R.smd" | |
| 1090 | fadein 0.2 | |
| 1091 | fadeout 0.2 | |
| 1092 | transition "node7" "node11" | |
| 1093 | fps 30 | |
| 1094 | } | |
| 1095 | ||
| 1096 | $Sequence "crouch_shoot_smg1" {
| |
| 1097 | "Male_01_anims\crouch_shoot_smg1.smd" | |
| 1098 | activity "ACT_RANGE_ATTACK_SMG1_LOW" 1 | |
| 1099 | { event 3002 0 "" }
| |
| 1100 | fadein 0.2 | |
| 1101 | fadeout 0.2 | |
| 1102 | addlayer "layer_Aim_all" | |
| 1103 | node "node1" | |
| 1104 | fps 25 | |
| 1105 | } | |
| 1106 | ||
| 1107 | $Sequence "crouch_aim_smg1" {
| |
| 1108 | "Male_01_anims\crouch_aim_smg1.smd" | |
| 1109 | activity "ACT_RANGE_AIM_SMG1_LOW" 1 | |
| 1110 | fadein 0.2 | |
| 1111 | fadeout 0.2 | |
| 1112 | addlayer "layer_Aim_all" | |
| 1113 | node "node1" | |
| 1114 | fps 30 | |
| 1115 | loop | |
| 1116 | } | |
| 1117 | ||
| 1118 | $Sequence "crouch_reload_smg1" {
| |
| 1119 | "Male_01_anims\crouch_reload_smg1.smd" | |
| 1120 | activity "ACT_RELOAD_SMG1_LOW" 1 | |
| 1121 | { event 3015 46 "" }
| |
| 1122 | fadein 0.2 | |
| 1123 | fadeout 0.2 | |
| 1124 | node "node1" | |
| 1125 | fps 30 | |
| 1126 | } | |
| 1127 | ||
| 1128 | $Sequence "shootp1" {
| |
| 1129 | "Male_01_anims\shootp1.smd" | |
| 1130 | activity "ACT_RANGE_ATTACK_PISTOL" 1 | |
| 1131 | { event 3014 1 "" }
| |
| 1132 | fadein 0.2 | |
| 1133 | fadeout 0.2 | |
| 1134 | fps 4 | |
| 1135 | } | |
| 1136 | ||
| 1137 | $Sequence "reloadpistol" {
| |
| 1138 | "Male_01_anims\reloadpistol.smd" | |
| 1139 | activity "ACT_METROPOLICE_RELOAD_PISTOL" 1 | |
| 1140 | fadein 0.2 | |
| 1141 | fadeout 0.2 | |
| 1142 | fps 30 | |
| 1143 | } | |
| 1144 | ||
| 1145 | $Sequence "drawpistol" {
| |
| 1146 | "Male_01_anims\drawpistol.smd" | |
| 1147 | activity "ACT_METROPOLICE_DRAW_PISTOL" 1 | |
| 1148 | { event 50 9 "" }
| |
| 1149 | fadein 0.2 | |
| 1150 | fadeout 0.2 | |
| 1151 | fps 30 | |
| 1152 | } | |
| 1153 | ||
| 1154 | $Sequence "overwatch" {
| |
| 1155 | "Male_01_anims\overwatch.smd" | |
| 1156 | activity "ACT_METROPOLICE_OVERWATCH" 1 | |
| 1157 | fadein 0.2 | |
| 1158 | fadeout 0.2 | |
| 1159 | fps 30 | |
| 1160 | } | |
| 1161 | ||
| 1162 | $Sequence "gesture_shootp1" {
| |
| 1163 | "Male_01_anims\gesture_shootp1.smd" | |
| 1164 | activity "ACT_GESTURE_RANGE_ATTACK_PISTOL" 1 | |
| 1165 | delta | |
| 1166 | { event 3014 1 "" }
| |
| 1167 | fadein 0.2 | |
| 1168 | fadeout 0.2 | |
| 1169 | fps 4 | |
| 1170 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 1171 | subtract "a_WalkS" 0 | |
| 1172 | } | |
| 1173 | ||
| 1174 | $Sequence "reload_pistol" {
| |
| 1175 | "Male_01_anims\reload_pistol.smd" | |
| 1176 | activity "ACT_RELOAD_PISTOL" 1 | |
| 1177 | { event 3015 0 "" }
| |
| 1178 | fadein 0.2 | |
| 1179 | fadeout 0.2 | |
| 1180 | fps 30 | |
| 1181 | } | |
| 1182 | ||
| 1183 | $Sequence "crouch_shoot_pistol" {
| |
| 1184 | "Male_01_anims\crouch_shoot_pistol.smd" | |
| 1185 | activity "ACT_RANGE_ATTACK_PISTOL_LOW" 1 | |
| 1186 | { event 3014 4 "" }
| |
| 1187 | fadein 0.2 | |
| 1188 | fadeout 0.2 | |
| 1189 | fps 18 | |
| 1190 | } | |
| 1191 | ||
| 1192 | $Sequence "crouch_reload_pistol" {
| |
| 1193 | "Male_01_anims\crouch_reload_pistol.smd" | |
| 1194 | activity "ACT_RELOAD_PISTOL_LOW" 1 | |
| 1195 | { event 3015 0 "" }
| |
| 1196 | fadein 0.2 | |
| 1197 | fadeout 0.2 | |
| 1198 | fps 30 | |
| 1199 | } | |
| 1200 | ||
| 1201 | $Sequence "throw1" {
| |
| 1202 | "Male_01_anims\throw1.smd" | |
| 1203 | activity "ACT_RANGE_ATTACK_THROW" 1 | |
| 1204 | { event 3005 28 "" }
| |
| 1205 | fadein 0.2 | |
| 1206 | fadeout 0.2 | |
| 1207 | fps 30 | |
| 1208 | } | |
| 1209 | ||
| 1210 | $Sequence "swing" {
| |
| 1211 | "Male_01_anims\swing.smd" | |
| 1212 | activity "ACT_MELEE_ATTACK_SWING" 1 | |
| 1213 | { event 3001 13 "" }
| |
| 1214 | fadein 0.2 | |
| 1215 | fadeout 0.2 | |
| 1216 | fps 35 | |
| 1217 | } | |
| 1218 | ||
| 1219 | $Sequence "MeleeAttack01" {
| |
| 1220 | "Male_01_anims\MeleeAttack01.smd" | |
| 1221 | fadein 0.2 | |
| 1222 | fadeout 0.2 | |
| 1223 | fps 30 | |
| 1224 | } | |
| 1225 | ||
| 1226 | $Sequence "pickup" {
| |
| 1227 | "Male_01_anims\pickup.smd" | |
| 1228 | activity "ACT_PICKUP_GROUND" 1 | |
| 1229 | { event 2040 13 "" }
| |
| 1230 | fadein 0.2 | |
| 1231 | fadeout 0.2 | |
| 1232 | fps 30 | |
| 1233 | } | |
| 1234 | ||
| 1235 | $Sequence "aimup" {
| |
| 1236 | "Male_01_anims\aimup.smd" | |
| 1237 | fadein 0.2 | |
| 1238 | fadeout 0.2 | |
| 1239 | fps 30 | |
| 1240 | } | |
| 1241 | ||
| 1242 | $Sequence "layer_Aim_all" {
| |
| 1243 | "a_run_aim_straight_up" | |
| 1244 | "a_run_aim_straight_up" | |
| 1245 | "a_run_aim_straight_up" | |
| 1246 | "a_run_aim_up_right" | |
| 1247 | "a_run_aim_up_center" | |
| 1248 | "a_run_aim_up_left" | |
| 1249 | "a_run_aim_mid_right" | |
| 1250 | "a_run_aim_mid_center" | |
| 1251 | "a_run_aim_mid_left" | |
| 1252 | "a_run_aim_down_right" | |
| 1253 | "a_run_aim_down_center" | |
| 1254 | "a_run_aim_down_left" | |
| 1255 | blend "aim_yaw" -45 45 | |
| 1256 | blend "aim_pitch" -90 45 | |
| 1257 | blendwidth 3 | |
| 1258 | delta | |
| 1259 | fadein 0.2 | |
| 1260 | fadeout 0.2 | |
| 1261 | iklock "rfoot" 1 0 | |
| 1262 | iklock "lfoot" 1 0 | |
| 1263 | fps 30 | |
| 1264 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 1265 | subtract "a_WalkS" 0 | |
| 1266 | weightlist "weights_layer_Aim_all" | |
| 1267 | } | |
| 1268 | ||
| 1269 | $Sequence "layer_walk_aiming" {
| |
| 1270 | "Male_01_anims\layer_walk_aiming.smd" | |
| 1271 | fadein 0.2 | |
| 1272 | fadeout 0.2 | |
| 1273 | addlayer "layer_Aim_all" | |
| 1274 | fps 30 | |
| 1275 | weightlist "weights_layer_crouch_run_holding" | |
| 1276 | } | |
| 1277 | ||
| 1278 | $Sequence "layer_walk_holding" {
| |
| 1279 | "Male_01_anims\layer_walk_holding.smd" | |
| 1280 | fadein 0.2 | |
| 1281 | fadeout 0.2 | |
| 1282 | fps 30 | |
| 1283 | weightlist "weights_layer_crouch_run_holding" | |
| 1284 | } | |
| 1285 | ||
| 1286 | $Sequence "layer_run_aiming" {
| |
| 1287 | "Male_01_anims\layer_run_aiming.smd" | |
| 1288 | fadein 0.2 | |
| 1289 | fadeout 0.2 | |
| 1290 | addlayer "layer_Aim_all" | |
| 1291 | fps 30 | |
| 1292 | weightlist "weights_layer_crouch_run_holding" | |
| 1293 | } | |
| 1294 | ||
| 1295 | $Sequence "layer_crouch_run_aiming" {
| |
| 1296 | "Male_01_anims\layer_crouch_run_aiming.smd" | |
| 1297 | fadein 0.2 | |
| 1298 | fadeout 0.2 | |
| 1299 | addlayer "layer_Aim_all" | |
| 1300 | fps 30 | |
| 1301 | weightlist "weights_layer_crouch_run_holding" | |
| 1302 | } | |
| 1303 | ||
| 1304 | $Sequence "layer_crouch_walk_aiming" {
| |
| 1305 | "Male_01_anims\layer_crouch_walk_aiming.smd" | |
| 1306 | fadein 0.2 | |
| 1307 | fadeout 0.2 | |
| 1308 | addlayer "layer_Aim_all" | |
| 1309 | fps 30 | |
| 1310 | weightlist "weights_layer_crouch_run_holding" | |
| 1311 | } | |
| 1312 | ||
| 1313 | $Sequence "aim_walk_all_delta" {
| |
| 1314 | "a_walkS_aim_delta" | |
| 1315 | "a_walkSE_aim_delta" | |
| 1316 | "a_walkE_aim_delta" | |
| 1317 | "a_walkNE_aim_delta" | |
| 1318 | "a_walkN_aim_delta" | |
| 1319 | "a_walkNW_aim_delta" | |
| 1320 | "a_walkW_aim_delta" | |
| 1321 | "a_walkSW_aim_delta" | |
| 1322 | "a_walkS_aim_delta" | |
| 1323 | blend "move_yaw" -180 180 | |
| 1324 | blendwidth 9 | |
| 1325 | delta | |
| 1326 | fadein 0.2 | |
| 1327 | fadeout 0.2 | |
| 1328 | iklock "lfoot" 1 1 | |
| 1329 | iklock "rfoot" 1 1 | |
| 1330 | fps 30 | |
| 1331 | // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. | |
| 1332 | subtract "a_WalkS" 0 | |
| 1333 | weightlist "weights_crouch_run_all_delta" | |
| 1334 | } | |
| 1335 | ||
| 1336 | $Sequence "walkAIMALL1" {
| |
| 1337 | "a_WalkS" | |
| 1338 | "a_WalkSE" | |
| 1339 | "a_WalkE" | |
| 1340 | "a_WalkNE" | |
| 1341 | "a_WalkN_SMG" | |
| 1342 | "a_WalkNW" | |
| 1343 | "a_WalkW" | |
| 1344 | "a_WalkSW" | |
| 1345 | "a_WalkS" | |
| 1346 | activity "ACT_WALK_AIM_RIFLE" 1 | |
| 1347 | blend "move_yaw" -180 180 | |
| 1348 | blendwidth 9 | |
| 1349 | fadein 0.2 | |
| 1350 | fadeout 0.2 | |
| 1351 | addlayer "aim_walk_all_delta" | |
| 1352 | addlayer "layer_walk_aiming" | |
| 1353 | node "node2" | |
| 1354 | fps 30 | |
| 1355 | loop | |
| 1356 | } | |
| 1357 | ||
| 1358 | $Sequence "walkHOLDALL1" {
| |
| 1359 | "a_WalkS" | |
| 1360 | "a_WalkSE" | |
| 1361 | "a_WalkE" | |
| 1362 | "a_WalkNE" | |
| 1363 | "a_WalkN_SMG" | |
| 1364 | "a_WalkNW" | |
| 1365 | "a_WalkW" | |
| 1366 | "a_WalkSW" | |
| 1367 | "a_WalkS" | |
| 1368 | activity "ACT_WALK_RIFLE" 1 | |
| 1369 | blend "move_yaw" -180 180 | |
| 1370 | blendwidth 9 | |
| 1371 | fadein 0.2 | |
| 1372 | fadeout 0.2 | |
| 1373 | addlayer "aim_walk_all_delta" | |
| 1374 | addlayer "layer_walk_holding" | |
| 1375 | node "node2" | |
| 1376 | fps 30 | |
| 1377 | loop | |
| 1378 | } | |
| 1379 | ||
| 1380 | $Sequence "run_holding_all" {
| |
| 1381 | "a_RunS" | |
| 1382 | "a_RunSE" | |
| 1383 | "a_RunE" | |
| 1384 | "a_RunNE" | |
| 1385 | "a_RunN_SMG" | |
| 1386 | "a_RunNW" | |
| 1387 | "a_RunW" | |
| 1388 | "a_RunSW" | |
| 1389 | "a_RunS" | |
| 1390 | activity "ACT_RUN_RIFLE" 1 | |
| 1391 | blend "move_yaw" -180 180 | |
| 1392 | blendwidth 9 | |
| 1393 | fadein 0.2 | |
| 1394 | fadeout 0.2 | |
| 1395 | addlayer "layer_run_holding" | |
| 1396 | node "node3" | |
| 1397 | fps 30 | |
| 1398 | loop | |
| 1399 | } | |
| 1400 | ||
| 1401 | $Sequence "run_aiming_all" {
| |
| 1402 | "a_RunS" | |
| 1403 | "a_RunSE" | |
| 1404 | "a_RunE" | |
| 1405 | "a_RunNE" | |
| 1406 | "a_RunN_SMG" | |
| 1407 | "a_RunNW" | |
| 1408 | "a_RunW" | |
| 1409 | "a_RunSW" | |
| 1410 | "a_RunS" | |
| 1411 | activity "ACT_RUN_AIM_RIFLE" 1 | |
| 1412 | blend "move_yaw" -180 180 | |
| 1413 | blendwidth 9 | |
| 1414 | fadein 0.2 | |
| 1415 | fadeout 0.2 | |
| 1416 | addlayer "layer_run_aiming" | |
| 1417 | node "node3" | |
| 1418 | fps 30 | |
| 1419 | loop | |
| 1420 | } | |
| 1421 | ||
| 1422 | $Sequence "crouchRUNHOLDINGALL1" {
| |
| 1423 | "a_RunS" | |
| 1424 | "a_RunSE" | |
| 1425 | "a_RunE" | |
| 1426 | "a_RunNE" | |
| 1427 | "a_Crouch_runN" | |
| 1428 | "a_RunNW" | |
| 1429 | "a_RunW" | |
| 1430 | "a_RunSW" | |
| 1431 | "a_RunS" | |
| 1432 | activity "ACT_RUN_CROUCH_RIFLE" 1 | |
| 1433 | blend "move_yaw" -180 180 | |
| 1434 | blendwidth 9 | |
| 1435 | fadein 0.2 | |
| 1436 | fadeout 0.2 | |
| 1437 | addlayer "crouch_run_all_delta" | |
| 1438 | addlayer "layer_crouch_run_holding" | |
| 1439 | node "node5" | |
| 1440 | fps 30 | |
| 1441 | loop | |
| 1442 | } | |
| 1443 | ||
| 1444 | $Sequence "crouchRUNAIMINGALL1" {
| |
| 1445 | "a_RunS" | |
| 1446 | "a_RunSE" | |
| 1447 | "a_RunE" | |
| 1448 | "a_RunNE" | |
| 1449 | "a_Crouch_runN" | |
| 1450 | "a_RunNW" | |
| 1451 | "a_RunW" | |
| 1452 | "a_RunSW" | |
| 1453 | "a_RunS" | |
| 1454 | activity "ACT_RUN_CROUCH_AIM_RIFLE" 1 | |
| 1455 | blend "move_yaw" -180 180 | |
| 1456 | blendwidth 9 | |
| 1457 | fadein 0.2 | |
| 1458 | fadeout 0.2 | |
| 1459 | addlayer "crouch_run_all_delta" | |
| 1460 | addlayer "layer_crouch_run_aiming" | |
| 1461 | node "node5" | |
| 1462 | fps 30 | |
| 1463 | loop | |
| 1464 | } | |
| 1465 | ||
| 1466 | $Sequence "Crouch_walk_holding_all" {
| |
| 1467 | "a_Crouch_walkS" | |
| 1468 | "a_Crouch_walkSE" | |
| 1469 | "a_Crouch_walkE" | |
| 1470 | "a_Crouch_walkNE" | |
| 1471 | "a_Crouch_walkN" | |
| 1472 | "a_Crouch_walkNW" | |
| 1473 | "a_Crouch_walkW" | |
| 1474 | "a_Crouch_walkSW" | |
| 1475 | "a_Crouch_walkS" | |
| 1476 | activity "ACT_WALK_CROUCH_RIFLE" 1 | |
| 1477 | blend "move_yaw" -180 180 | |
| 1478 | blendwidth 9 | |
| 1479 | fadein 0.2 | |
| 1480 | fadeout 0.2 | |
| 1481 | addlayer "layer_crouch_walk_holding" | |
| 1482 | node "node4" | |
| 1483 | fps 30 | |
| 1484 | loop | |
| 1485 | } | |
| 1486 | ||
| 1487 | $Sequence "Crouch_walk_aiming_all" {
| |
| 1488 | "a_Crouch_walkS" | |
| 1489 | "a_Crouch_walkSE" | |
| 1490 | "a_Crouch_walkE" | |
| 1491 | "a_Crouch_walkNE" | |
| 1492 | "a_Crouch_walkN" | |
| 1493 | "a_Crouch_walkNW" | |
| 1494 | "a_Crouch_walkW" | |
| 1495 | "a_Crouch_walkSW" | |
| 1496 | "a_Crouch_walkS" | |
| 1497 | activity "ACT_WALK_CROUCH_AIM_RIFLE" 1 | |
| 1498 | blend "move_yaw" -180 180 | |
| 1499 | blendwidth 9 | |
| 1500 | fadein 0.2 | |
| 1501 | fadeout 0.2 | |
| 1502 | addlayer "layer_crouch_walk_aiming" | |
| 1503 | node "node4" | |
| 1504 | fps 30 | |
| 1505 | loop | |
| 1506 | } | |
| 1507 | ||
| 1508 | $Sequence "ragdoll" {
| |
| 1509 | "Male_01_anims\ragdoll.smd" | |
| 1510 | activity "ACT_DIERAGDOLL" 1 | |
| 1511 | fadein 0.2 | |
| 1512 | fadeout 0.2 | |
| 1513 | fps 30 | |
| 1514 | } |